Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.45 |
| Addons | Items Vault 0.9.45 |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 10 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Brotoq the Reaver at level 3 on the 19th Voratun 122nd year of Ascendancy at 11:36 0 / 5Killed by Brotoq the Reaver at level 3 on the 19th Voratun 122nd year of Ascendancy at 12:55 Killed by Lubodel the halfling at level 7 on the 28th Wealth 122nd year of Ascendancy at 03:34 Killed by dredge at level 10 on the 5th Loss 122nd year of Ascendancy at 20:07 Killed by devourer at level 10 on the 5th Loss 122nd year of Ascendancy at 21:39 |
Primary Stats
| Strength | 31 (base 27) |
| Dexterity | 11 (base 10) |
| Constitution | 28 (base 20) |
| Magic | 11 (base 10) |
| Willpower | 28 (base 22) |
| Cunning | 14 (base 10) |
Resources
| Life | -5/380 |
| Stamina | 172/172 |
| Equilibrium | 45 |
| Healing Factor | 1.2250262720672 |
| Regeneration | 1.1637749584639 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +74.081822068172% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 20 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| Blight | +4% |
Defense: Base
| Armour (hardiness) | 28.775116570467 (50%) |
| Defense | 19.35 |
| Ranged Defense | 22.675 |
| Fatigue | 21 |
| Physical Save | 23.325 |
| Spell Save | 20.325 |
| Mental Save | 30.695796482514 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 7%( 70%) |
| Acid | + 11%( 70%) |
| Fire | + 15%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Meditation |
| talent | Icy Skin |
| detrimental effect | The target is wasting away, taking 12.38 temporal damage per turn. Wasting |
| detrimental effect | Reduces global action speed by 30%. Slow |
Quests
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the temporal explorer from death by bee swarm. Escort: temporal explorer (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by rattlesnake. Escort: temporal explorer (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Equipment
| On feet | wanderer's pair of iron boots of evasion (5 def, 3 armour) wanderer's pair of iron boots of evasion (5 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 Fatigue: +2% Changes stats: +1 Con Physical save: +5 Mental save: +5 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them for 7 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | miner's iron helm (0 def, 5 armour) miner's iron helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 27.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
| On fingers | mule's steel ring of arcana(+0.15/turn) mule's steel ring of arcana(+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumberance: +23 Silence immunity: +24% Mana each turn: +0.15 Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.10 Wild-gift / Call of the wild) copper amulet of mastery (0.10 Wild-gift / Call of the wild)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Wild-gift / Call of the wild Amulets can have magical properties. |
| In main hand | steel mace of massacre (22.5-31.5 power, 3 apr) steel mace of massacre (22.5-31.5 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
| Around waist | balancing rough leather belt of dampening balancing rough leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 Physical crit. chance: +3.0% Changes stats: +4 Cun / +3 Dex Changes resistances: +5% fire / +6% cold / +6% lightning / +5% acid A belt that goes around your waist. |
| In off hand | blood-etched steel shield of the sun (6 def, 2 armour, 14 dam, 38.5 block) blood-etched steel shield of the sun (6 def, 2 armour, 14 dam, 38.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +38 Damage when this weapon hits: +11 light When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +4 Con Damage when the wearer is hit: 11 light Changes resistances: +7% darkness / +6% light Talent granted: +2 Block Life regen: +0.70 Healing mod.: +10% It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 8.38 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
| Cloak | enveloping linen cloak of clarity (6 def, 0 armour) enveloping linen cloak of clarity (6 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brightvengeance (2 def, 4 armour) Brightvengeance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer hits(melee): 4 arcane / 4 light Damage when the wearer is hit: 20 light Light radius: +2 A suit of armour made of mail. |
Inventory
Blindstreak (23.5-37.6 power, 2 apr) Blindstreak (23.5-37.6 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Psi each turn: +0.50 Mindpower: +8 Massive two-handed swords. |
Guwyn (15-18 power, 3 apr, arcane damage) Guwyn (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 10 acid Changes resistances: +18% acid Changes damage: +15% arcane / +12% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Halyntir (15-18 power, 3 apr, arcane damage) Halyntir (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Strikeviper (15-18 power, 3 apr, cold damage) Strikeviper (15-18 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% lightning / +15% cold Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cured leather armour of resilience (2 def, 4 armour) cured leather armour of resilience (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Maximum life: +20.00 A suit of armour made of leather. |
Kelen (4 def, 9 armour) Kelen (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +14% Changes stats: +4 Con Changes resistances: +15% blight A suit of armour made of metal plates. |
77 alchemist agate 77 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of detection [power 6] (9/15 cooldown) elm wand of detection [power 6] (9/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Dredge shoves dredge forward.
Hadgencast is not stunned anymore.
Devourer hits Hadgencast for 1 physical damage.
Hadgencast hits devourer for 5 cold, 8 blight, 15 light damage (total 27.07).
Devourer hits Hadgencast for 27 physical damage.
Devourer calms down.
Devourer calms down.
Devourer shoves devourer forward.
Hadgencast hits dredge for 4 cold, 8 blight, 14 light damage (total 24.94).
Dredge hits Hadgencast for 23 physical damage.
Talent Earth's Eyes is ready to use.
Talent Death Dance is ready to use.
Talent Acidic Spray is ready to use.
Devourer hits Hadgencast for 1 physical damage.
Dredge casts Speed Sap.
Hadgencast is wasting away!
Hadgencast slows down.
Dredge speeds up.
Dredge hits Hadgencast for 12 temporal damage.
Hadgencast hits devourer for 5 cold, 8 blight, 15 light damage (total 27.07).
Devourer hits Hadgencast for 26 physical damage.
Hadgencast hits devourer for 14 physical, 2 arcane, 2 light damage (total 17.42).
Hadgencast stops bleeding.
Dredge hits Hadgencast for 9 temporal damage.
Hadgencast hits dredge for 4 cold, 8 blight, 14 light damage (total 24.94).
Dredge hits Hadgencast for 21 physical damage.
Saving done.
Saving done.
Saving game...
